doom3-bfg/neo/d3xp/MultiplayerGame.cpp

3189 lines
88 KiB
C++
Raw Normal View History

2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
// could be a problem if players manage to go down sudden deaths till this .. oh well
#define LASTMAN_NOLIVES -20
extern idCVar ui_skinIndex;
const char * idMultiplayerGame::teamNames[] = { "#str_02499", "#str_02500" };
const char * idMultiplayerGame::skinNames[] = {
"skins/characters/player/marine_mp",
"skins/characters/player/marine_mp_red",
"skins/characters/player/marine_mp_blue",
"skins/characters/player/marine_mp_green",
"skins/characters/player/marine_mp_yellow",
"skins/characters/player/marine_mp_purple",
"skins/characters/player/marine_mp_grey",
"skins/characters/player/marine_mp_orange"
};
const idVec3 idMultiplayerGame::skinColors[] = {
idVec3( 0.25f, 0.25f, 0.25f ), // light grey
idVec3( 1.00f, 0.00f, 0.00f ), // red
idVec3( 0.20f, 0.50f, 0.80f ), // blue
idVec3( 0.00f, 0.80f, 0.10f ), // green
idVec3( 1.00f, 0.80f, 0.10f ), // yellow
idVec3( 0.39f, 0.199f, 0.3f ), // purple
idVec3( 0.425f, 0.484f, 0.445f ), // dark grey
idVec3( 0.484f, 0.312f, 0.074f) // orange
};
const int idMultiplayerGame::numSkins = sizeof( idMultiplayerGame::skinNames ) / sizeof( idMultiplayerGame::skinNames[0] );
const char * idMultiplayerGame::GetTeamName( int team ) const { return teamNames[idMath::ClampInt( 0, 1, team )]; }
const char * idMultiplayerGame::GetSkinName( int skin ) const { return skinNames[idMath::ClampInt( 0, numSkins-1, skin )]; }
const idVec3 & idMultiplayerGame::GetSkinColor( int skin ) const { return skinColors[idMath::ClampInt( 0, numSkins-1, skin )]; }
// make CTF not included in game modes for consoles
const char * gameTypeNames_WithCTF[] = { "Deathmatch", "Tourney", "Team DM", "Last Man", "CTF", "" };
const char * gameTypeDisplayNames_WithCTF[] = { "#str_04260", "#str_04261", "#str_04262", "#str_04263", "#str_swf_mode_ctf", "" };
const char * gameTypeNames_WithoutCTF[] = { "Deathmatch", "Tourney", "Team DM", "Last Man", "" };
const char * gameTypeDisplayNames_WithoutCTF[] = { "#str_04260", "#str_04261", "#str_04262", "#str_04263", "" };
compile_time_assert( GAME_DM == 0 );
compile_time_assert( GAME_TOURNEY == 1 );
compile_time_assert( GAME_TDM == 2 );
compile_time_assert( GAME_LASTMAN == 3 );
compile_time_assert( GAME_CTF == 4 );
idCVar g_spectatorChat( "g_spectatorChat", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "let spectators talk to everyone during game" );
// global sounds transmitted by index - 0 .. SND_COUNT
// sounds in this list get precached on MP start
const char *idMultiplayerGame::GlobalSoundStrings[] = {
"sound/vo/feedback/voc_youwin.wav",
"sound/vo/feedback/voc_youlose.wav",
"sound/vo/feedback/fight.wav",
"sound/vo/feedback/three.wav",
"sound/vo/feedback/two.wav",
"sound/vo/feedback/one.wav",
"sound/vo/feedback/sudden_death.wav",
"sound/vo/ctf/flag_capped_yours.wav",
"sound/vo/ctf/flag_capped_theirs.wav",
"sound/vo/ctf/flag_return.wav",
"sound/vo/ctf/flag_taken_yours.wav",
"sound/vo/ctf/flag_taken_theirs.wav",
"sound/vo/ctf/flag_dropped_yours.wav",
"sound/vo/ctf/flag_dropped_theirs.wav"
};
// handy verbose
const char *idMultiplayerGame::GameStateStrings[] = {
"INACTIVE",
"WARMUP",
"COUNTDOWN",
"GAMEON",
"SUDDENDEATH",
"GAMEREVIEW",
"NEXTGAME"
};
/*
================
idMultiplayerGame::idMultiplayerGame
================
*/
idMultiplayerGame::idMultiplayerGame() {
teamFlags[0] = NULL;
teamFlags[1] = NULL;
teamPoints[0] = 0;
teamPoints[1] = 0;
flagMsgOn = true;
player_blue_flag = -1;
player_red_flag = -1;
Clear();
scoreboardManager = NULL;
}
/*
================
idMultiplayerGame::Shutdown
================
*/
void idMultiplayerGame::Shutdown() {
Clear();
}
/*
================
idMultiplayerGame::Reset
================
*/
void idMultiplayerGame::Reset() {
Clear();
ClearChatData();
if ( common->IsMultiplayer() ) {
scoreboardManager = new idMenuHandler_Scoreboard();
if ( scoreboardManager != NULL ) {
scoreboardManager->Initialize( "scoreboard", common->SW() );
}
}
ClearChatData();
warmupEndTime = 0;
lastChatLineTime = 0;
}
/*
================
idMultiplayerGame::ServerClientConnect
================
*/
void idMultiplayerGame::ServerClientConnect( int clientNum ) {
memset( &playerState[ clientNum ], 0, sizeof( playerState[ clientNum ] ) );
}
/*
================
idMultiplayerGame::SpawnPlayer
================
*/
void idMultiplayerGame::SpawnPlayer( int clientNum ) {
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
lobbyUserID_t & lobbyUserID = gameLocal.lobbyUserIDs[clientNum];
AddChatLine( idLocalization::GetString( "#str_07177" ), lobby.GetLobbyUserName( lobbyUserID ) );
memset( &playerState[ clientNum ], 0, sizeof( playerState[ clientNum ] ) );
if ( !common->IsClient() ) {
if ( gameLocal.gameType == GAME_LASTMAN ) {
// Players spawn with no lives to prevent them from getting the clean slate achievement if
// they didn't earn it.
playerState[ clientNum ].fragCount = LASTMAN_NOLIVES;
}
idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
p->spawnedTime = gameLocal.serverTime;
p->team = 0;
p->tourneyRank = 0;
if ( gameLocal.gameType == GAME_TOURNEY && gameState == GAMEON ) {
p->tourneyRank++;
}
}
}
/*
================
idMultiplayerGame::Clear
================
*/
void idMultiplayerGame::Clear() {
int i;
gameState = INACTIVE;
nextState = INACTIVE;
nextStateSwitch = 0;
matchStartedTime = 0;
currentTourneyPlayer[ 0 ] = -1;
currentTourneyPlayer[ 1 ] = -1;
one = two = three = false;
memset( &playerState, 0 , sizeof( playerState ) );
lastWinner = -1;
pureReady = false;
CleanupScoreboard();
fragLimitTimeout = 0;
voiceChatThrottle = 0;
for ( i = 0; i < NUM_CHAT_NOTIFY; i++ ) {
chatHistory[ i ].line.Clear();
}
startFragLimit = -1;
}
/*
================
idMultiplayerGame::Clear
================
*/
void idMultiplayerGame::CleanupScoreboard() {
if ( scoreboardManager != NULL ) {
delete scoreboardManager;
scoreboardManager = NULL;
}
}
/*
================
idMultiplayerGame::GetFlagPoints
Gets number of captures in CTF game.
0 = red team
1 = blue team
================
*/
int idMultiplayerGame::GetFlagPoints( int team )
{
assert( team <= 1 );
return teamPoints[ team ];
}
/*
================
idMultiplayerGame::UpdatePlayerRanks
================
*/
void idMultiplayerGame::UpdatePlayerRanks() {
int i, j, k;
idPlayer *players[MAX_CLIENTS];
idEntity *ent;
idPlayer *player;
memset( players, 0, sizeof( players ) );
numRankedPlayers = 0;
for ( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
player = static_cast< idPlayer * >( ent );
if ( !CanPlay( player ) ) {
continue;
}
if ( gameLocal.gameType == GAME_TOURNEY ) {
if ( i != currentTourneyPlayer[ 0 ] && i != currentTourneyPlayer[ 1 ] ) {
continue;
}
}
if ( gameLocal.gameType == GAME_LASTMAN && playerState[ i ].fragCount == LASTMAN_NOLIVES ) {
continue;
}
for ( j = 0; j < numRankedPlayers; j++ ) {
bool insert = false;
if ( IsGametypeTeamBased() ) { /* CTF */
if ( player->team != players[ j ]->team ) {
if ( playerState[ i ].teamFragCount > playerState[ players[ j ]->entityNumber ].teamFragCount ) {
// team scores
insert = true;
} else if ( playerState[ i ].teamFragCount == playerState[ players[ j ]->entityNumber ].teamFragCount && player->team < players[ j ]->team ) {
// at equal scores, sort by team number
insert = true;
}
} else if ( playerState[ i ].fragCount > playerState[ players[ j ]->entityNumber ].fragCount ) {
// in the same team, sort by frag count
insert = true;
}
} else {
insert = ( playerState[ i ].fragCount > playerState[ players[ j ]->entityNumber ].fragCount );
}
if ( insert ) {
for ( k = numRankedPlayers; k > j; k-- ) {
players[ k ] = players[ k-1 ];
}
players[ j ] = player;
break;
}
}
if ( j == numRankedPlayers ) {
players[ numRankedPlayers ] = player;
}
numRankedPlayers++;
}
memcpy( rankedPlayers, players, sizeof( players ) );
}
/*
================
idMultiplayerGame::UpdateRankColor
================
*/
void idMultiplayerGame::UpdateRankColor( idUserInterface *gui, const char *mask, int i, const idVec3 &vec ) {
for ( int j = 1; j < 4; j++ ) {
gui->SetStateFloat( va( mask, i, j ), vec[ j - 1 ] );
}
}
/*
================
idMultiplayerGame::IsScoreboardActive
================
*/
bool idMultiplayerGame::IsScoreboardActive() {
if ( scoreboardManager != NULL ) {
return scoreboardManager->IsActive();
}
return false;
}
/*
================
idMultiplayerGame::HandleGuiEvent
================
*/
bool idMultiplayerGame::HandleGuiEvent( const sysEvent_t * sev ) {
if ( scoreboardManager != NULL && scoreboardManager->IsActive() ) {
scoreboardManager->HandleGuiEvent( sev );
return true;
}
return false;
}
/*
================
idMultiplayerGame::UpdateScoreboard
================
*/
void idMultiplayerGame::UpdateScoreboard( idMenuHandler_Scoreboard * scoreboard, idPlayer *owner ) {
if ( owner == NULL ) {
return;
}
int redScore = 0;
int blueScore = 0;
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
idList< mpScoreboardInfo > scoreboardInfo;
for ( int i = 0; i < MAX_CLIENTS; ++i ) {
if ( i < gameLocal.numClients ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *player = static_cast<idPlayer *>(ent);
if ( !player ) {
continue;
}
idStr spectateData;
idStr playerName;
int score = 0;
int wins = 0;
int ping = 0;
int playerNum = player->entityNumber;
int team = - 1;
lobbyUserID_t & lobbyUserID = gameLocal.lobbyUserIDs[ playerNum ];
if ( IsGametypeTeamBased() ) {
team = player->team;
if ( team == 0 ) {
redScore = playerState[ playerNum ].teamFragCount;
} else if ( team == 1 ) {
blueScore = playerState[ playerNum ].teamFragCount;
}
}
score = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[ playerNum ].fragCount );
// HACK -
if( gameLocal.gameType == GAME_LASTMAN && score == LASTMAN_NOLIVES ) {
score = 0;
}
wins = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, playerState[ playerNum ].wins );
ping = playerState[ playerNum ].ping;
if ( gameState == WARMUP ) {
if ( player->spectating ) {
spectateData = idLocalization::GetString( "#str_04246" );
} else {
spectateData = idLocalization::GetString( "#str_04247" );
}
} else {
if ( gameLocal.gameType == GAME_LASTMAN && playerState[ playerNum ].fragCount == LASTMAN_NOLIVES ) {
spectateData = idLocalization::GetString( "#str_06736" );
} else if ( player->spectating ) {
spectateData = idLocalization::GetString( "#str_04246" );
}
}
if ( playerNum == owner->entityNumber ) {
playerName = "^3";
playerName.Append( lobby.GetLobbyUserName( lobbyUserID ) );
playerName.Append( "^0" );
} else {
playerName = lobby.GetLobbyUserName( lobbyUserID );
}
mpScoreboardInfo info;
info.voiceState = session->GetDisplayStateFromVoiceState( session->GetLobbyUserVoiceState( lobbyUserID ) );
info.name = playerName;
info.team = team;
info.score = score;
info.wins = wins;
info.ping = ping;
info.playerNum = playerNum;
info.spectateData = spectateData;
bool added = false;
for ( int i = 0; i < scoreboardInfo.Num(); ++i ) {
if ( info.team == scoreboardInfo[i].team ) {
if ( info.score > scoreboardInfo[i].score ) {
scoreboardInfo.Insert( info, i );
added = true;
break;
}
} else if ( info.team < scoreboardInfo[i].team ) {
scoreboardInfo.Insert( info, i );
added = true;
break;
}
}
if ( !added ) {
scoreboardInfo.Append( info );
}
}
}
idStr gameInfo;
if ( gameState == GAMEREVIEW ) {
int timeRemaining = nextStateSwitch - gameLocal.serverTime;
int ms = (int) ceilf( timeRemaining / 1000.0f );
if ( ms == 1 ) {
gameInfo = idLocalization::GetString( "#str_online_game_starts_in_second" );
gameInfo.Replace( "<DNT_VAL>", idStr( ms ) );
} else if ( ms > 0 && ms < 30 ) {
gameInfo = idLocalization::GetString( "#str_online_game_starts_in_seconds" );
gameInfo.Replace( "<DNT_VAL>", idStr( ms ) );
}
} else {
if ( gameLocal.gameType == GAME_LASTMAN ) {
if ( gameState == GAMEON || gameState == SUDDENDEATH ) {
gameInfo = va( "%s: %i", idLocalization::GetString( "#str_04264" ), startFragLimit );
} else {
gameInfo = va( "%s: %i", idLocalization::GetString( "#str_04264" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ) );
}
} else if ( gameLocal.gameType == GAME_CTF ) {
int captureLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
gameInfo = va( idLocalization::GetString( "#str_11108" ), captureLimit );
} else {
gameInfo = va( "%s: %i", idLocalization::GetString( "#str_01982" ), gameLocal.serverInfo.GetInt( "si_fragLimit" ) );
}
if ( gameLocal.serverInfo.GetInt( "si_timeLimit" ) > 0 ) {
gameInfo.Append( va( " %s: %i", idLocalization::GetString( "#str_01983" ), gameLocal.serverInfo.GetInt( "si_timeLimit" ) ) );
}
}
if ( scoreboardManager ) {
if ( IsGametypeFlagBased() ) {
scoreboardManager->SetTeamScores( GetFlagPoints( 0 ), GetFlagPoints( 1 ) );
} else if ( IsGametypeTeamBased() ) {
scoreboardManager->SetTeamScores( redScore, blueScore );
}
scoreboardManager->UpdateScoreboard( scoreboardInfo, gameInfo );
scoreboardManager->UpdateScoreboardSelection();
scoreboardManager->Update();
}
}
/*
================
idMultiplayerGame::GameTime
================
*/
const char *idMultiplayerGame::GameTime() {
static char buff[16];
int m, s, t, ms;
if ( gameState == COUNTDOWN ) {
ms = warmupEndTime - gameLocal.serverTime;
// we never want to show double dashes.
if( ms <= 0 ) {
// Try to setup time again.
warmupEndTime = gameLocal.serverTime + 1000*cvarSystem->GetCVarInteger( "g_countDown" );
ms = warmupEndTime - gameLocal.serverTime;
}
s = ms / 1000 + 1;
if ( ms <= 0 ) {
strcpy( buff, "WMP --" );
} else {
sprintf( buff, "WMP %i", s );
}
} else {
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
if ( timeLimit ) {
ms = ( timeLimit * 60000 ) - ( gameLocal.serverTime - matchStartedTime );
} else {
ms = gameLocal.serverTime - matchStartedTime;
}
if ( ms < 0 ) {
ms = 0;
}
s = ms / 1000;
m = s / 60;
s -= m * 60;
t = s / 10;
s -= t * 10;
sprintf( buff, "%i:%i%i", m, t, s );
}
return &buff[0];
}
/*
================
idMultiplayerGame::NumActualClients
================
*/
int idMultiplayerGame::NumActualClients( bool countSpectators, int *teamcounts ) {
idPlayer *p;
int c = 0;
if ( teamcounts ) {
teamcounts[ 0 ] = teamcounts[ 1 ] = 0;
}
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
p = static_cast< idPlayer * >( ent );
if ( countSpectators || CanPlay( p ) ) {
c++;
}
if ( teamcounts && CanPlay( p ) ) {
teamcounts[ p->team ]++;
}
}
return c;
}
/*
================
idMultiplayerGame::EnoughClientsToPlay
================
*/
bool idMultiplayerGame::EnoughClientsToPlay() {
int teamCount[ 2 ];
int clients = NumActualClients( false, teamCount );
if ( IsGametypeTeamBased() ) { /* CTF */
return clients >= 2 && teamCount[ 0 ] && teamCount[ 1 ];
} else {
return clients >= 2;
}
}
/*
================
idMultiplayerGame::FragLimitHit
return the winning player (team player)
if there is no FragLeader(), the game is tied and we return NULL
================
*/
idPlayer *idMultiplayerGame::FragLimitHit() {
int i;
int fragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
idPlayer *leader;
if ( IsGametypeFlagBased() ) /* CTF */
return NULL;
leader = FragLeader();
if ( !leader ) {
return NULL;
}
if ( fragLimit <= 0 ) {
fragLimit = MP_PLAYER_MAXFRAGS;
}
if ( gameLocal.gameType == GAME_LASTMAN ) {
// we have a leader, check if any other players have frags left
assert( !static_cast< idPlayer * >( leader )->lastManOver );
for( i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
if ( !CanPlay( static_cast< idPlayer * >( ent ) ) ) {
continue;
}
if ( ent == leader ) {
continue;
}
if ( playerState[ ent->entityNumber ].fragCount > 0 ) {
return NULL;
}
}
// there is a leader, his score may even be negative, but no one else has frags left or is !lastManOver
return leader;
} else if ( IsGametypeTeamBased() ) { /* CTF */
if ( playerState[ leader->entityNumber ].teamFragCount >= fragLimit ) {
return leader;
}
} else {
if ( playerState[ leader->entityNumber ].fragCount >= fragLimit ) {
return leader;
}
}
return NULL;
}
/*
================
idMultiplayerGame::TimeLimitHit
================
*/
bool idMultiplayerGame::TimeLimitHit() {
int timeLimit = gameLocal.serverInfo.GetInt( "si_timeLimit" );
if ( timeLimit ) {
if ( gameLocal.serverTime >= matchStartedTime + timeLimit * 60000 ) {
return true;
}
}
return false;
}
/*
================
idMultiplayerGame::WinningTeam
return winning team
-1 if tied or no players
================
*/
int idMultiplayerGame::WinningTeam() {
if ( teamPoints[0] > teamPoints[1] )
return 0;
if ( teamPoints[0] < teamPoints[1] )
return 1;
return -1;
}
/*
================
idMultiplayerGame::PointLimitHit
================
*/
bool idMultiplayerGame::PointLimitHit() {
int pointLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
// default to MP_CTF_MAXPOINTS if needed
if ( pointLimit > MP_CTF_MAXPOINTS )
pointLimit = MP_CTF_MAXPOINTS;
else if ( pointLimit <= 0 )
pointLimit = MP_CTF_MAXPOINTS;
if ( teamPoints[0] == teamPoints[1] )
return false;
if ( teamPoints[0] >= pointLimit ||
teamPoints[1] >= pointLimit )
return true;
return false;
}
/*
================
idMultiplayerGame::FragLeader
return the current winner ( or a player from the winning team )
NULL if even
================
*/
idPlayer *idMultiplayerGame::FragLeader() {
int i;
int frags[ MAX_CLIENTS ];
idPlayer *leader = NULL;
idEntity *ent;
idPlayer *p;
int high = -9999;
int count = 0;
bool teamLead[ 2 ] = { false, false };
for ( i = 0 ; i < gameLocal.numClients ; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
if ( !CanPlay( static_cast< idPlayer * >( ent ) ) ) {
continue;
}
if ( gameLocal.gameType == GAME_TOURNEY && ent->entityNumber != currentTourneyPlayer[ 0 ] && ent->entityNumber != currentTourneyPlayer[ 1 ] ) {
continue;
}
if ( static_cast< idPlayer * >( ent )->lastManOver ) {
continue;
}
int fragc = ( IsGametypeTeamBased() ) ? playerState[i].teamFragCount : playerState[i].fragCount; /* CTF */
if ( fragc > high ) {
high = fragc;
}
frags[ i ] = fragc;
}
for ( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
p = static_cast< idPlayer * >( ent );
p->SetLeader( false );
if ( !CanPlay( p ) ) {
continue;
}
if ( gameLocal.gameType == GAME_TOURNEY && ent->entityNumber != currentTourneyPlayer[ 0 ] && ent->entityNumber != currentTourneyPlayer[ 1 ] ) {
continue;
}
if ( p->lastManOver ) {
continue;
}
if ( p->spectating ) {
continue;
}
if ( frags[ i ] >= high ) {
leader = p;
count++;
p->SetLeader( true );
if ( IsGametypeTeamBased() ) { /* CTF */
teamLead[ p->team ] = true;
}
}
}
if ( !IsGametypeTeamBased() ) { /* CTF */
// more than one player at the highest frags
if ( count > 1 ) {
return NULL;
} else {
return leader;
}
} else {
if ( teamLead[ 0 ] && teamLead[ 1 ] ) {
// even game in team play
return NULL;
}
return leader;
}
}
/*
================
idGameLocal::UpdateWinsLosses
================
*/
void idMultiplayerGame::UpdateWinsLosses( idPlayer *winner ) {
if ( winner ) {
// run back through and update win/loss count
for( int i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *player = static_cast<idPlayer *>(ent);
if ( IsGametypeTeamBased() ) { /* CTF */
if ( player == winner || ( player != winner && player->team == winner->team ) ) {
playerState[ i ].wins++;
PlayGlobalSound( i, SND_YOUWIN );
} else {
PlayGlobalSound( i, SND_YOULOSE );
}
} else if ( gameLocal.gameType == GAME_LASTMAN ) {
if ( player == winner ) {
playerState[ i ].wins++;
PlayGlobalSound( i, SND_YOUWIN );
} else if ( !player->wantSpectate ) {
PlayGlobalSound( i, SND_YOULOSE );
}
} else if ( gameLocal.gameType == GAME_TOURNEY ) {
if ( player == winner ) {
playerState[ i ].wins++;
PlayGlobalSound( i, SND_YOUWIN );
} else if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) {
PlayGlobalSound( i, SND_YOULOSE );
}
} else {
if ( player == winner ) {
playerState[i].wins++;
PlayGlobalSound( i, SND_YOUWIN );
} else if ( !player->wantSpectate ) {
PlayGlobalSound( i, SND_YOULOSE );
}
}
}
} else if ( IsGametypeFlagBased() ) { /* CTF */
int winteam = WinningTeam();
if ( winteam != -1 ) // TODO : print a message telling it why the hell the game ended with no winning team?
for( int i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *player = static_cast<idPlayer *>(ent);
if ( player->team == winteam ) {
PlayGlobalSound( i, SND_YOUWIN );
playerState[ i ].wins++;
} else {
PlayGlobalSound( i, SND_YOULOSE );
}
}
}
if ( winner ) {
lastWinner = winner->entityNumber;
} else {
lastWinner = -1;
}
}
/*
================
idMultiplayerGame::TeamScoreCTF
================
*/
void idMultiplayerGame::TeamScoreCTF( int team, int delta ) {
if ( team < 0 || team > 1 )
return;
teamPoints[team] += delta;
if ( gameState == GAMEON || gameState == SUDDENDEATH )
PrintMessageEvent( MSG_SCOREUPDATE, teamPoints[0], teamPoints[1] );
}
/*
================
idMultiplayerGame::PlayerScoreCTF
================
*/
void idMultiplayerGame::PlayerScoreCTF( int playerIdx, int delta ) {
if ( playerIdx < 0 || playerIdx >= MAX_CLIENTS )
return;
playerState[ playerIdx ].fragCount += delta;
}
/*
================
idMultiplayerGame::GetFlagCarrier
================
*/
int idMultiplayerGame::GetFlagCarrier( int team ) {
int iFlagCarrier = -1;
for ( int i = 0; i < gameLocal.numClients; i++ ) {
idEntity * ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer * player = static_cast<idPlayer *>( ent );
if ( player->team != team )
continue;
if ( player->carryingFlag ) {
if ( iFlagCarrier != -1 )
gameLocal.Warning( "BUG: more than one flag carrier on %s team", team == 0 ? "red" : "blue" );
iFlagCarrier = i;
}
}
return iFlagCarrier;
}
/*
================
idMultiplayerGame::TeamScore
================
*/
void idMultiplayerGame::TeamScore( int entityNumber, int team, int delta ) {
playerState[ entityNumber ].fragCount += delta;
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *player = static_cast<idPlayer *>(ent);
if ( player->team == team ) {
playerState[ player->entityNumber ].teamFragCount += delta;
}
}
}
/*
================
idMultiplayerGame::PlayerDeath
================
*/
void idMultiplayerGame::PlayerDeath( idPlayer *dead, idPlayer *killer, bool telefrag ) {
// don't do PrintMessageEvent and shit
assert( !common->IsClient() );
if( gameState == COUNTDOWN || gameState == WARMUP ) {
// No Kill scores are gained during warmup.
return;
}
if( dead == NULL ) {
idLib::Warning( "idMultiplayerGame::PlayerDeath dead ptr == NULL, kill will not count" );
return;
}
playerState[ dead->entityNumber ].deaths++;
if ( killer ) {
if ( gameLocal.gameType == GAME_LASTMAN ) {
playerState[ dead->entityNumber ].fragCount--;
} else if ( IsGametypeTeamBased() ) { /* CTF */
if ( killer == dead || killer->team == dead->team ) {
// suicide or teamkill
TeamScore( killer->entityNumber, killer->team, -1 );
} else {
TeamScore( killer->entityNumber, killer->team, +1 );
}
} else {
playerState[ killer->entityNumber ].fragCount += ( killer == dead ) ? -1 : 1;
}
}
if ( killer && killer == dead ) {
PrintMessageEvent( MSG_SUICIDE, dead->entityNumber );
} else if ( killer ) {
if ( telefrag ) {
killer->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_KILL_PLAYER_VIA_TELEPORT );
PrintMessageEvent( MSG_TELEFRAGGED, dead->entityNumber, killer->entityNumber );
} else if ( IsGametypeTeamBased() && dead->team == killer->team ) { /* CTF */
PrintMessageEvent( MSG_KILLEDTEAM, dead->entityNumber, killer->entityNumber );
} else {
if ( killer->PowerUpActive( INVISIBILITY ) ) {
killer->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_KILL_5_PLAYERS_USING_INVIS );
}
if ( killer->PowerUpActive( BERSERK ) ) {
killer->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_USE_BERSERK_TO_KILL_PLAYER );
}
PrintMessageEvent( MSG_KILLED, dead->entityNumber, killer->entityNumber );
}
} else {
PrintMessageEvent( MSG_DIED, dead->entityNumber );
playerState[ dead->entityNumber ].fragCount--;
}
}
/*
================
idMultiplayerGame::PlayerStats
================
*/
void idMultiplayerGame::PlayerStats( int clientNum, char *data, const int len ) {
idEntity *ent;
int team;
*data = 0;
// make sure we don't exceed the client list
if ( clientNum < 0 || clientNum > gameLocal.numClients ) {
return;
}
// find which team this player is on
ent = gameLocal.entities[ clientNum ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
team = static_cast< idPlayer * >(ent)->team;
} else {
return;
}
idStr::snPrintf( data, len, "team=%d score=%ld tks=%ld", team, playerState[ clientNum ].fragCount, playerState[ clientNum ].teamFragCount );
return;
}
/*
================
idMultiplayerGame::DumpTourneyLine
================
*/
void idMultiplayerGame::DumpTourneyLine() {
int i;
for ( i = 0; i < gameLocal.numClients; i++ ) {
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
common->Printf( "client %d: rank %d\n", i, static_cast< idPlayer * >( gameLocal.entities[ i ] )->tourneyRank );
}
}
}
/*
================
idMultiplayerGame::NewState
================
*/
void idMultiplayerGame::NewState( gameState_t news, idPlayer *player ) {
idBitMsg outMsg;
byte msgBuf[MAX_GAME_MESSAGE_SIZE];
int i;
assert( news != gameState );
assert( !common->IsClient() );
assert( news < STATE_COUNT );
gameLocal.DPrintf( "%s -> %s\n", GameStateStrings[ gameState ], GameStateStrings[ news ] );
switch( news ) {
case GAMEON: {
gameLocal.LocalMapRestart();
outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
outMsg.WriteBits( 0, 1 );
session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_RESTART, outMsg, false );
teamPoints[0] = 0;
teamPoints[1] = 0;
PlayGlobalSound( -1, SND_FIGHT );
matchStartedTime = gameLocal.serverTime;
idBitMsg matchStartedTimeMsg;
byte matchStartedTimeMsgBuf[ sizeof( matchStartedTime ) ];
matchStartedTimeMsg.InitWrite( matchStartedTimeMsgBuf, sizeof( matchStartedTimeMsgBuf ) );
matchStartedTimeMsg.WriteLong( matchStartedTime );
session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_MATCH_STARTED_TIME, matchStartedTimeMsg, false );
fragLimitTimeout = 0;
for( i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *p = static_cast<idPlayer *>( ent );
p->wantSpectate = false; // Make sure everyone is in the game.
p->SetLeader( false ); // don't carry the flag from previous games
if ( gameLocal.gameType == GAME_TOURNEY && currentTourneyPlayer[ 0 ] != i && currentTourneyPlayer[ 1 ] != i ) {
p->ServerSpectate( true );
idLib::Printf( "TOURNEY NewState GAMEON :> Player %d Benched \n", p->entityNumber );
p->tourneyRank++;
} else {
int fragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
int startingCount = ( gameLocal.gameType == GAME_LASTMAN ) ? fragLimit : 0;
playerState[ i ].fragCount = startingCount;
playerState[ i ].teamFragCount = startingCount;
if ( !static_cast<idPlayer *>(ent)->wantSpectate ) {
static_cast<idPlayer *>(ent)->ServerSpectate( false );
idLib::Printf( "TOURNEY NewState :> Player %d On Deck \n", ent->entityNumber );
if ( gameLocal.gameType == GAME_TOURNEY ) {
p->tourneyRank = 0;
}
}
}
if ( CanPlay( p ) ) {
p->lastManPresent = true;
} else {
p->lastManPresent = false;
}
}
NewState_GameOn_ServerAndClient();
break;
}
case GAMEREVIEW: {
SetFlagMsg( false );
nextState = INACTIVE; // used to abort a game. cancel out any upcoming state change
// set all players spectating
for( i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
static_cast<idPlayer *>(ent)->ServerSpectate( true );
idLib::Printf( "TOURNEY NewState GAMEREVIEW :> Player %d Benched \n", ent->entityNumber );
}
UpdateWinsLosses( player );
SetFlagMsg( true );
NewState_GameReview_ServerAndClient();
break;
}
case SUDDENDEATH: {
PrintMessageEvent( MSG_SUDDENDEATH );
PlayGlobalSound( -1, SND_SUDDENDEATH );
break;
}
case COUNTDOWN: {
idBitMsg outMsg;
byte msgBuf[ 128 ];
warmupEndTime = gameLocal.serverTime + 1000*cvarSystem->GetCVarInteger( "g_countDown" );
outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
outMsg.WriteLong( warmupEndTime );
session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_WARMUPTIME, outMsg, false );
// Reset all the scores.
for( i = 0; i < gameLocal.numClients; i++ ) {
int fragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
int startingCount = ( gameLocal.gameType == GAME_LASTMAN ) ? fragLimit : 0;
playerState[ i ].fragCount = startingCount;
playerState[ i ].teamFragCount = startingCount;
playerState[ i ].deaths = 0;
}
NewState_Countdown_ServerAndClient();
break;
}
case WARMUP: {
teamPoints[0] = 0;
teamPoints[1] = 0;
if ( IsGametypeFlagBased() ) {
// reset player scores to zero, only required for CTF
for( i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
playerState[ i ].fragCount = 0;
}
}
NewState_Warmup_ServerAndClient();
break;
}
default:
break;
}
gameState = news;
}
/*
================
idMultiplayerGame::NewState_Warmup_ServerAndClient
Called on both servers and clients once when the game state changes to WARMUP.
================
*/
void idMultiplayerGame::NewState_Warmup_ServerAndClient() {
SetScoreboardActive( false );
}
/*
================
idMultiplayerGame::NewState_Countdown_ServerAndClient
Called on both servers and clients once when the game state changes to COUNTDOWN.
================
*/
void idMultiplayerGame::NewState_Countdown_ServerAndClient() {
SetScoreboardActive( false );
}
/*
================
idMultiplayerGame::NewState_GameOn_ServerAndClient
Called on both servers and clients once when the game state changes to GAMEON.
================
*/
void idMultiplayerGame::NewState_GameOn_ServerAndClient() {
startFragLimit = gameLocal.serverInfo.GetInt( "si_fragLimit" );
SetScoreboardActive( false );
}
/*
================
idMultiplayerGame::NewState_GameReview_ServerAndClient
Called on both servers and clients once when the game state changes to GAMEREVIEW.
================
*/
void idMultiplayerGame::NewState_GameReview_ServerAndClient() {
SetScoreboardActive( true );
}
/*
================
idMultiplayerGame::FillTourneySlots
NOTE: called each frame during warmup to keep the tourney slots filled
================
*/
void idMultiplayerGame::FillTourneySlots( ) {
int i, j, rankmax, rankmaxindex;
idEntity *ent;
idPlayer *p;
idLib::Printf( "TOURNEY :> Executing FillTourneySlots \n" );
// fill up the slots based on tourney ranks
for ( i = 0; i < 2; i++ ) {
if ( currentTourneyPlayer[ i ] != -1 ) {
continue;
}
rankmax = -1;
rankmaxindex = -1;
for ( j = 0; j < gameLocal.numClients; j++ ) {
ent = gameLocal.entities[ j ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
if ( currentTourneyPlayer[ 0 ] == j || currentTourneyPlayer[ 1 ] == j ) {
continue;
}
p = static_cast< idPlayer * >( ent );
if ( p->wantSpectate ) {
idLib::Printf( "FillTourneySlots: Skipping Player %d ( Wants Spectate )\n", p->entityNumber );
continue;
}
if ( p->tourneyRank >= rankmax ) {
// when ranks are equal, use time in game
if ( p->tourneyRank == rankmax ) {
assert( rankmaxindex >= 0 );
if ( p->spawnedTime > static_cast< idPlayer * >( gameLocal.entities[ rankmaxindex ] )->spawnedTime ) {
continue;
}
}
rankmax = static_cast< idPlayer * >( ent )->tourneyRank;
rankmaxindex = j;
}
}
currentTourneyPlayer[ i ] = rankmaxindex; // may be -1 if we found nothing
}
idLib::Printf( "TOURNEY :> Player 1: %d Player 2: %d \n", currentTourneyPlayer[ 0 ], currentTourneyPlayer[ 1 ] );
}
/*
================
idMultiplayerGame::UpdateTourneyLine
we manipulate tourneyRank on player entities for internal ranking. it's easier to deal with.
but we need a real wait list to be synced down to clients for GUI
ignore current players, ignore wantSpectate
================
*/
void idMultiplayerGame::UpdateTourneyLine() {
assert( !common->IsClient() );
if ( gameLocal.gameType != GAME_TOURNEY ) {
return;
}
int globalmax = -1;
for ( int j = 1; j <= gameLocal.numClients; j++ ) {
int max = -1;
int imax = -1;
for ( int i = 0; i < gameLocal.numClients; i++ ) {
if ( currentTourneyPlayer[ 0 ] == i || currentTourneyPlayer[ 1 ] == i ) {
continue;
}
idPlayer * p = static_cast< idPlayer * >( gameLocal.entities[ i ] );
if ( !p || p->wantSpectate ) {
continue;
}
if ( p->tourneyRank > max && ( globalmax == -1 || p->tourneyRank < globalmax ) ) {
max = p->tourneyRank;
imax = i;
}
}
if ( imax == -1 ) {
break;
}
idBitMsg outMsg;
byte msgBuf[1024];
outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( j );
session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[imax], GAME_RELIABLE_MESSAGE_TOURNEYLINE, outMsg );
globalmax = max;
}
}
/*
================
idMultiplayerGame::CycleTourneyPlayers
================
*/
void idMultiplayerGame::CycleTourneyPlayers( ) {
int i;
idEntity *ent;
idPlayer *player;
currentTourneyPlayer[ 0 ] = -1;
currentTourneyPlayer[ 1 ] = -1;
// if any, winner from last round will play again
if ( lastWinner != -1 ) {
idEntity *ent = gameLocal.entities[ lastWinner ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
currentTourneyPlayer[ 0 ] = lastWinner;
}
}
FillTourneySlots( );
// force selected players in/out of the game and update the ranks
for ( i = 0 ; i < gameLocal.numClients ; i++ ) {
if ( currentTourneyPlayer[ 0 ] == i || currentTourneyPlayer[ 1 ] == i ) {
player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
player->ServerSpectate( false );
idLib::Printf( "TOURNEY CycleTourneyPlayers:> Player %d On Deck \n", player->entityNumber );
} else {
ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
player->ServerSpectate( true );
idLib::Printf( "TOURNEY CycleTourneyPlayers:> Player %d Benched \n", player->entityNumber );
}
}
}
UpdateTourneyLine();
}
/*
================
idMultiplayerGame::Warmup
================
*/
bool idMultiplayerGame::Warmup() {
return ( gameState == WARMUP );
}
void idMultiplayerGame::GameHasBeenWon() {
// Only allow leaderboard submissions within public games.
const idMatchParameters & matchParameters = session->GetActingGameStateLobbyBase().GetMatchParms();
if( matchParameters.matchFlags & MATCH_RANKED ) {
// Upload all player's scores to the leaderboard.
for( int playerIdx = 0; playerIdx < gameLocal.numClients; playerIdx++ ) {
leaderboardStats_t stats = { playerState[ playerIdx ].fragCount, playerState[ playerIdx ].wins, playerState[ playerIdx ].teamFragCount, playerState[ playerIdx].deaths };
LeaderboardLocal_Upload( gameLocal.lobbyUserIDs[ playerIdx ], gameLocal.gameType, stats );
}
// Flush all the collectively queued leaderboards all at once. ( Otherwise you get a busy signal on the second "flush" )
session->LeaderboardFlush();
}
// Award Any players that have not died. An Achievement
for( int i = 0; i < gameLocal.numClients; i++ ) {
idPlayer * player = static_cast< idPlayer* >( gameLocal.entities[ i ] );
if ( player == NULL ) {
continue;
}
// Only validate players that were in the tourney.
if ( gameLocal.gameType == GAME_TOURNEY ) {
if ( i != currentTourneyPlayer[ 0 ] && i != currentTourneyPlayer[ 1 ] ) {
continue;
}
}
// In LMS, players that join mid-game will not have ever died
if ( gameLocal.gameType == GAME_LASTMAN ) {
if ( playerState[i].fragCount == LASTMAN_NOLIVES ) {
continue;
}
}
if ( playerState[ i ].deaths == 0 ) {
player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_MP_COMPLETE_MATCH_WITHOUT_DYING );
}
}
}
/*
================
idMultiplayerGame::Run
================
*/
void idMultiplayerGame::Run() {
int i, timeLeft;
idPlayer *player;
int gameReviewPause;
assert( common->IsMultiplayer() );
assert( !common->IsClient() );
pureReady = true;
if ( gameState == INACTIVE ) {
NewState( WARMUP );
}
CheckRespawns();
if ( nextState != INACTIVE && gameLocal.serverTime > nextStateSwitch ) {
NewState( nextState );
nextState = INACTIVE;
}
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
for ( i = 0; i < gameLocal.numClients; i++ ) {
idPlayer * player = static_cast<idPlayer *>( gameLocal.entities[i] );
if ( player != NULL ) {
playerState[i].ping = lobby.GetLobbyUserQoS( gameLocal.lobbyUserIDs[i] );
}
}
switch( gameState ) {
case GAMEREVIEW: {
if ( nextState == INACTIVE ) {
gameReviewPause = cvarSystem->GetCVarInteger( "g_gameReviewPause" );
nextState = NEXTGAME;
nextStateSwitch = gameLocal.serverTime + 1000 * gameReviewPause;
}
break;
}
case NEXTGAME: {
if ( nextState == INACTIVE ) {
// make sure flags are returned
if ( IsGametypeFlagBased() ) {
idItemTeam * flag;
flag = GetTeamFlag( 0 );
if ( flag ) {
flag->Return();
}
flag = GetTeamFlag( 1 );
if ( flag ) {
flag->Return();
}
}
NewState( WARMUP );
if ( gameLocal.gameType == GAME_TOURNEY ) {
CycleTourneyPlayers();
}
// put everyone back in from endgame spectate
for ( i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
if ( !static_cast< idPlayer * >( ent )->wantSpectate ) {
CheckRespawns( static_cast<idPlayer *>( ent ) );
}
}
}
}
break;
}
case WARMUP: {
if ( EnoughClientsToPlay() ) {
NewState( COUNTDOWN );
nextState = GAMEON;
nextStateSwitch = gameLocal.serverTime + 1000 * cvarSystem->GetCVarInteger( "g_countDown" );
}
one = two = three = false;
break;
}
case COUNTDOWN: {
timeLeft = ( nextStateSwitch - gameLocal.serverTime ) / 1000 + 1;
if ( timeLeft == 3 && !three ) {
PlayGlobalSound( -1, SND_THREE );
three = true;
} else if ( timeLeft == 2 && !two ) {
PlayGlobalSound( -1, SND_TWO );
two = true;
} else if ( timeLeft == 1 && !one ) {
PlayGlobalSound( -1, SND_ONE );
one = true;
}
break;
}
case GAMEON: {
if ( IsGametypeFlagBased() ) { /* CTF */
// totally different logic branch for CTF
if ( PointLimitHit() ) {
int team = WinningTeam();
assert( team != -1 );
NewState( GAMEREVIEW, NULL );
PrintMessageEvent( MSG_POINTLIMIT, team );
GameHasBeenWon();
} else if ( TimeLimitHit() ) {
int team = WinningTeam();
if ( EnoughClientsToPlay() && team == -1 ) {
NewState( SUDDENDEATH );
} else {
NewState( GAMEREVIEW, NULL );
PrintMessageEvent( MSG_TIMELIMIT );
GameHasBeenWon();
}
}
break;
}
player = FragLimitHit();
if ( player ) {
// delay between detecting frag limit and ending game. let the death anims play
if ( !fragLimitTimeout ) {
common->DPrintf( "enter FragLimit timeout, player %d is leader\n", player->entityNumber );
fragLimitTimeout = gameLocal.serverTime + FRAGLIMIT_DELAY;
}
if ( gameLocal.serverTime > fragLimitTimeout ) {
NewState( GAMEREVIEW, player );
PrintMessageEvent( MSG_FRAGLIMIT, IsGametypeTeamBased() ? player->team : player->entityNumber );
GameHasBeenWon();
}
} else {
if ( fragLimitTimeout ) {
// frag limit was hit and cancelled. means the two teams got even during FRAGLIMIT_DELAY
// enter sudden death, the next frag leader will win
SuddenRespawn();
PrintMessageEvent( MSG_HOLYSHIT );
fragLimitTimeout = 0;
NewState( SUDDENDEATH );
} else if ( TimeLimitHit() ) {
player = FragLeader();
if ( !player ) {
NewState( SUDDENDEATH );
} else {
NewState( GAMEREVIEW, player );
PrintMessageEvent( MSG_TIMELIMIT );
GameHasBeenWon();
}
} else {
BalanceTeams();
}
}
break;
}
case SUDDENDEATH: {
if ( IsGametypeFlagBased() ) { /* CTF */
int team = WinningTeam();
if ( team != -1 ) {
// TODO : implement pointLimitTimeout
NewState( GAMEREVIEW, NULL );
PrintMessageEvent( MSG_POINTLIMIT, team );
GameHasBeenWon();
}
break;
}
player = FragLeader();
if ( player ) {
if ( !fragLimitTimeout ) {
common->DPrintf( "enter sudden death FragLeader timeout, player %d is leader\n", player->entityNumber );
fragLimitTimeout = gameLocal.serverTime + FRAGLIMIT_DELAY;
}
if ( gameLocal.serverTime > fragLimitTimeout ) {
NewState( GAMEREVIEW, player );
PrintMessageEvent( MSG_FRAGLIMIT, IsGametypeTeamBased() ? player->team : player->entityNumber );
GameHasBeenWon();
}
} else if ( fragLimitTimeout ) {
SuddenRespawn();
PrintMessageEvent( MSG_HOLYSHIT );
fragLimitTimeout = 0;
}
break;
}
}
}
/*
================
idMultiplayerGame::Draw
================
*/
bool idMultiplayerGame::Draw( int clientNum ) {
idPlayer *player, *viewPlayer;
// clear the render entities for any players that don't need
// icons and which might not be thinking because they weren't in
// the last snapshot.
for ( int i = 0; i < gameLocal.numClients; i++ ) {
player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
if ( player && !player->NeedsIcon() ) {
player->HidePlayerIcons();
}
}
player = viewPlayer = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
if ( player == NULL ) {
return false;
}
if ( player->spectating ) {
viewPlayer = static_cast<idPlayer *>( gameLocal.entities[ player->spectator ] );
if ( viewPlayer == NULL ) {
return false;
}
// if the player you are viewing is holding a flag, hide it.
idEntity* flag = GetTeamFlag( viewPlayer->team ? 0 : 1 );
if( flag ) {
if( viewPlayer->carryingFlag ) {
flag->Hide();
} else {
flag->Show();
}
}
}
UpdatePlayerRanks();
UpdateHud( viewPlayer, player->hudManager );
// use the hud of the local player
viewPlayer->playerView.RenderPlayerView( player->hudManager );
idStr spectatetext[ 2 ];
GetSpectateText( player, spectatetext, true );
if ( scoreboardManager != NULL ) {
scoreboardManager->UpdateSpectating( spectatetext[0].c_str(), spectatetext[1].c_str() );
}
DrawChat( player );
DrawScoreBoard( player );
return true;
}
/*
================
idMultiplayerGame::GetSpectateText
================
*/
void idMultiplayerGame::GetSpectateText( idPlayer * player, idStr spectatetext[ 2 ], bool scoreboard ) {
if ( !player->spectating ) {
return;
}
if ( player->wantSpectate && !scoreboard ) {
if ( gameLocal.gameType == GAME_LASTMAN && gameState == GAMEON ) {
// If we're in GAMEON in lastman, you can't actully spawn, or you'll have an unfair
// advantage with more lives than everyone else.
spectatetext[ 0 ] = idLocalization::GetString( "#str_04246" );
spectatetext[ 0 ] += idLocalization::GetString( "#str_07003" );
} else {
if ( gameLocal.gameType == GAME_TOURNEY &&
( currentTourneyPlayer[0] != -1 && currentTourneyPlayer[1] != -1 ) &&
( currentTourneyPlayer[0] != player->entityNumber && currentTourneyPlayer[1] != player->entityNumber ) ) {
spectatetext[ 0 ] = idLocalization::GetString( "#str_04246" );
switch ( player->tourneyLine ) {
case 0:
spectatetext[ 0 ] += idLocalization::GetString( "#str_07003" );
break;
case 1:
spectatetext[ 0 ] += idLocalization::GetString( "#str_07004" );
break;
case 2:
spectatetext[ 0 ] += idLocalization::GetString( "#str_07005" );
break;
default:
spectatetext[ 0 ] += va( idLocalization::GetString( "#str_07006" ), player->tourneyLine );
break;
}
} else {
spectatetext[ 0 ] = idLocalization::GetString( "#str_respawn_message" );
}
}
} else {
if ( gameLocal.gameType == GAME_TOURNEY ) {
spectatetext[ 0 ] = idLocalization::GetString( "#str_04246" );
switch ( player->tourneyLine ) {
case 0:
spectatetext[ 0 ] += idLocalization::GetString( "#str_07003" );
break;
case 1:
spectatetext[ 0 ] += idLocalization::GetString( "#str_07004" );
break;
case 2:
spectatetext[ 0 ] += idLocalization::GetString( "#str_07005" );
break;
default:
spectatetext[ 0 ] += va( idLocalization::GetString( "#str_07006" ), player->tourneyLine );
break;
}
} else if ( gameLocal.gameType == GAME_LASTMAN ) {
spectatetext[ 0 ] = idLocalization::GetString( "#str_07007" );
} else {
spectatetext[ 0 ] = idLocalization::GetString( "#str_04246" );
}
}
if ( player->spectator != player->entityNumber ) {
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
spectatetext[ 1 ] = va( idLocalization::GetString( "#str_07008" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[ player->spectator ] ) );
}
}
/*
================
idMultiplayerGame::UpdateHud
================
*/
void idMultiplayerGame::UpdateHud( idPlayer *player, idMenuHandler_HUD * hudManager ) {
if ( hudManager && hudManager->GetHud() ) {
idMenuScreen_HUD * hud = hudManager->GetHud();
if ( Warmup() ) {
hud->UpdateMessage( true, "#str_04251" );
if ( IsGametypeTeamBased() ) {
hud->SetTeamScore( 0, 0 );
hud->SetTeamScore( 1, 0 );
}
} else if ( gameState == SUDDENDEATH ) {
hud->UpdateMessage( true, "#str_04252" );
} else {
hud->UpdateGameTime( GameTime() );
}
if ( IsGametypeTeamBased() || IsGametypeFlagBased() ) {
hud->ToggleMPInfo( true, true, IsGametypeFlagBased() );
} else {
hud->ToggleMPInfo( true, false );
}
if ( gameState == GAMEON || gameState == COUNTDOWN || gameState == WARMUP ) {
if ( IsGametypeTeamBased() && !IsGametypeFlagBased() ) {
for ( int i = 0; i < gameLocal.numClients; ++i ) {
idEntity * ent = gameLocal.entities[ i ];
if ( ent == NULL || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer * player = static_cast< idPlayer * >( ent );
hud->SetTeamScore( player->team, playerState[ player->entityNumber ].teamFragCount );
}
}
}
if ( IsGametypeFlagBased() || IsGametypeTeamBased() ) {
hud->SetTeam( player->team );
} else {
hud->SetTeam( -1 );
}
}
}
/*
================
idMultiplayerGame::SetScoreboardActive
================
*/
void idMultiplayerGame::SetScoreboardActive( bool active ) {
if( scoreboardManager != NULL ) {
if( active ) {
if ( IsGametypeTeamBased() || IsGametypeFlagBased() ) {
scoreboardManager->SetActivationScreen( SCOREBOARD_AREA_TEAM, MENU_TRANSITION_SIMPLE );
} else {
scoreboardManager->SetActivationScreen( SCOREBOARD_AREA_DEFAULT, MENU_TRANSITION_SIMPLE );
}
scoreboardManager->ActivateMenu( true );
} else {
scoreboardManager->ActivateMenu( false );
}
}
}
/*
================
idMultiplayerGame::DrawScoreBoard
================
*/
void idMultiplayerGame::DrawScoreBoard( idPlayer *player ) {
if ( scoreboardManager && scoreboardManager->IsActive() == true ) {
UpdateScoreboard( scoreboardManager, player );
}
}
/*
===============
idMultiplayerGame::ClearChatData
===============
*/
void idMultiplayerGame::ClearChatData() {
chatHistoryIndex = 0;
chatHistorySize = 0;
chatDataUpdated = true;
}
/*
===============
idMultiplayerGame::AddChatLine
===============
*/
void idMultiplayerGame::AddChatLine( const char *fmt, ... ) {
idStr temp;
va_list argptr;
va_start( argptr, fmt );
vsprintf( temp, fmt, argptr );
va_end( argptr );
gameLocal.Printf( "%s\n", temp.c_str() );
chatHistory[ chatHistoryIndex % NUM_CHAT_NOTIFY ].line = temp;
chatHistory[ chatHistoryIndex % NUM_CHAT_NOTIFY ].fade = 6;
chatHistoryIndex++;
if ( chatHistorySize < NUM_CHAT_NOTIFY ) {
chatHistorySize++;
}
chatDataUpdated = true;
lastChatLineTime = Sys_Milliseconds();
}
/*
===============
idMultiplayerGame::DrawChat
===============
*/
void idMultiplayerGame::DrawChat( idPlayer * player ) {
int i, j;
if ( player ) {
if ( Sys_Milliseconds() - lastChatLineTime > CHAT_FADE_TIME ) {
if ( chatHistorySize > 0 ) {
for ( i = chatHistoryIndex - chatHistorySize; i < chatHistoryIndex; i++ ) {
chatHistory[ i % NUM_CHAT_NOTIFY ].fade--;
if ( chatHistory[ i % NUM_CHAT_NOTIFY ].fade < 0 ) {
chatHistorySize--; // this assumes the removals are always at the beginning
}
}
chatDataUpdated = true;
}
lastChatLineTime = Sys_Milliseconds();
}
if ( chatDataUpdated ) {
j = 0;
i = chatHistoryIndex - chatHistorySize;
while ( i < chatHistoryIndex ) {
player->AddChatMessage( j, Min( 4, (int)chatHistory[ i % NUM_CHAT_NOTIFY ].fade ), chatHistory[ i % NUM_CHAT_NOTIFY ].line );
j++; i++;
}
while ( j < NUM_CHAT_NOTIFY ) {
player->ClearChatMessage( j );
j++;
}
chatDataUpdated = false;
}
}
}
//D3XP: Adding one to frag count to allow for the negative flag in numbers greater than 255
const int ASYNC_PLAYER_FRAG_BITS = -(idMath::BitsForInteger( MP_PLAYER_MAXFRAGS - MP_PLAYER_MINFRAGS )+1); // player can have negative frags
const int ASYNC_PLAYER_WINS_BITS = idMath::BitsForInteger( MP_PLAYER_MAXWINS );
const int ASYNC_PLAYER_PING_BITS = idMath::BitsForInteger( MP_PLAYER_MAXPING );
/*
================
idMultiplayerGame::WriteToSnapshot
================
*/
void idMultiplayerGame::WriteToSnapshot( idBitMsg &msg ) const {
int i;
int value;
// This is a hack - I need a place to read the lobby ids before the player entities are
// read (SpawnPlayer requires a valid lobby id for the player).
for ( int i = 0; i < gameLocal.lobbyUserIDs.Num(); ++i ) {
gameLocal.lobbyUserIDs[i].WriteToMsg( msg );
}
msg.WriteByte( gameState );
msg.WriteLong( nextStateSwitch );
msg.WriteShort( currentTourneyPlayer[ 0 ] );
msg.WriteShort( currentTourneyPlayer[ 1 ] );
for ( i = 0; i < MAX_CLIENTS; i++ ) {
// clamp all values to min/max possible value that we can send over
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[i].fragCount );
msg.WriteBits( value, ASYNC_PLAYER_FRAG_BITS );
value = idMath::ClampInt( MP_PLAYER_MINFRAGS, MP_PLAYER_MAXFRAGS, playerState[i].teamFragCount );
msg.WriteBits( value, ASYNC_PLAYER_FRAG_BITS );
value = idMath::ClampInt( 0, MP_PLAYER_MAXWINS, playerState[i].wins );
msg.WriteBits( value, ASYNC_PLAYER_WINS_BITS );
value = idMath::ClampInt( 0, MP_PLAYER_MAXPING, playerState[i].ping );
msg.WriteBits( value, ASYNC_PLAYER_PING_BITS );
}
msg.WriteShort( teamPoints[0] );
msg.WriteShort( teamPoints[1] );
msg.WriteShort( player_red_flag );
msg.WriteShort( player_blue_flag );
}
/*
================
idMultiplayerGame::ReadFromSnapshot
================
*/
void idMultiplayerGame::ReadFromSnapshot( const idBitMsg &msg ) {
int i;
gameState_t newState;
// This is a hack - I need a place to read the lobby ids before the player entities are
// read (SpawnPlayer requires a valid lobby id for the player).
for ( int i = 0; i < gameLocal.lobbyUserIDs.Num(); ++i ) {
gameLocal.lobbyUserIDs[i].ReadFromMsg( msg );
}
newState = (idMultiplayerGame::gameState_t)msg.ReadByte();
nextStateSwitch = msg.ReadLong();
if ( newState != gameState && newState < STATE_COUNT ) {
gameLocal.DPrintf( "%s -> %s\n", GameStateStrings[ gameState ], GameStateStrings[ newState ] );
gameState = newState;
switch( gameState ) {
case GAMEON: {
NewState_GameOn_ServerAndClient();
break;
}
case GAMEREVIEW: {
NewState_GameReview_ServerAndClient();
break;
}
case WARMUP: {
NewState_Warmup_ServerAndClient();
break;
}
case COUNTDOWN: {
NewState_Countdown_ServerAndClient();
break;
}
}
}
currentTourneyPlayer[ 0 ] = msg.ReadShort();
currentTourneyPlayer[ 1 ] = msg.ReadShort();
for ( i = 0; i < MAX_CLIENTS; i++ ) {
playerState[i].fragCount = msg.ReadBits( ASYNC_PLAYER_FRAG_BITS );
playerState[i].teamFragCount = msg.ReadBits( ASYNC_PLAYER_FRAG_BITS );
playerState[i].wins = msg.ReadBits( ASYNC_PLAYER_WINS_BITS );
playerState[i].ping = msg.ReadBits( ASYNC_PLAYER_PING_BITS );
}
teamPoints[0] = msg.ReadShort();
teamPoints[1] = msg.ReadShort();
player_red_flag = msg.ReadShort();
player_blue_flag = msg.ReadShort();
}
/*
================
idMultiplayerGame::PlayGlobalSound
================
*/
void idMultiplayerGame::PlayGlobalSound( int toPlayerNum, snd_evt_t evt, const char *shader ) {
if ( toPlayerNum < 0 || toPlayerNum == gameLocal.GetLocalClientNum() ) {
if ( shader ) {
if ( gameSoundWorld ) {
gameSoundWorld->PlayShaderDirectly( shader );
}
} else {
if ( gameSoundWorld ) {
gameSoundWorld->PlayShaderDirectly( GlobalSoundStrings[ evt ] );
}
}
}
if ( !common->IsClient() && toPlayerNum != gameLocal.GetLocalClientNum() ) {
idBitMsg outMsg;
byte msgBuf[1024];
outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
int type = 0;
if ( shader ) {
const idSoundShader * shaderDecl = declManager->FindSound( shader );
if ( !shaderDecl ) {
return;
}
outMsg.WriteLong( gameLocal.ServerRemapDecl( -1, DECL_SOUND, shaderDecl->Index() ) );
type = GAME_RELIABLE_MESSAGE_SOUND_INDEX;
} else {
outMsg.WriteByte( evt );
type = GAME_RELIABLE_MESSAGE_SOUND_EVENT;
}
if ( toPlayerNum >= 0 ) {
session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[toPlayerNum], type, outMsg );
} else {
session->GetActingGameStateLobbyBase().SendReliable( type, outMsg, false );
}
}
}
/*
================
idMultiplayerGame::PlayTeamSound
================
*/
void idMultiplayerGame::PlayTeamSound( int toTeam, snd_evt_t evt, const char *shader ) {
for( int i = 0; i < gameLocal.numClients; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer * player = static_cast<idPlayer*>(ent);
if ( player->team != toTeam )
continue;
PlayGlobalSound( i, evt, shader );
}
}
/*
================
idMultiplayerGame::PrintMessageEvent
================
*/
void idMultiplayerGame::PrintMessageEvent( msg_evt_t evt, int parm1, int parm2 ) {
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
switch ( evt ) {
case MSG_LEFTGAME:
assert( parm1 >= 0 );
AddChatLine( idLocalization::GetString( "#str_11604" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) );
break;
case MSG_SUICIDE:
assert( parm1 >= 0 );
AddChatLine( idLocalization::GetString( "#str_04293" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) );
break;
case MSG_KILLED:
assert( parm1 >= 0 && parm2 >= 0 );
AddChatLine( idLocalization::GetString( "#str_04292" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) );
break;
case MSG_KILLEDTEAM:
assert( parm1 >= 0 && parm2 >= 0 );
AddChatLine( idLocalization::GetString( "#str_04291" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) );
break;
case MSG_TELEFRAGGED:
assert( parm1 >= 0 && parm2 >= 0 );
AddChatLine( idLocalization::GetString( "#str_04290" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) );
break;
case MSG_DIED:
assert( parm1 >= 0 );
AddChatLine( idLocalization::GetString( "#str_04289" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) );
break;
case MSG_SUDDENDEATH:
AddChatLine( idLocalization::GetString( "#str_04287" ) );
break;
case MSG_JOINEDSPEC:
AddChatLine( idLocalization::GetString( "#str_04285" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) );
break;
case MSG_TIMELIMIT:
AddChatLine( idLocalization::GetString( "#str_04284" ) );
break;
case MSG_FRAGLIMIT:
if ( gameLocal.gameType == GAME_LASTMAN ) {
AddChatLine( idLocalization::GetString( "#str_04283" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) );
} else if ( IsGametypeTeamBased() ) { /* CTF */
AddChatLine( idLocalization::GetString( "#str_04282" ), idLocalization::GetString( teamNames[ parm1 ] ) );
} else {
AddChatLine( idLocalization::GetString( "#str_04281" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ) );
}
break;
case MSG_JOINTEAM:
AddChatLine( idLocalization::GetString( "#str_04280" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm1] ), parm2 ? idLocalization::GetString( "#str_02500" ) : idLocalization::GetString( "#str_02499" ) );
break;
case MSG_HOLYSHIT:
AddChatLine( idLocalization::GetString( "#str_06732" ) );
break;
case MSG_POINTLIMIT:
AddChatLine( idLocalization::GetString( "#str_11100" ), parm1 ? idLocalization::GetString( "#str_11110" ) : idLocalization::GetString( "#str_11111" ) );
break;
case MSG_FLAGTAKEN :
if ( gameLocal.GetLocalPlayer() == NULL )
break;
if ( parm2 < 0 || parm2 >= MAX_CLIENTS )
break;
if ( gameLocal.GetLocalPlayer()->team != parm1 ) {
AddChatLine( idLocalization::GetString( "#str_11101" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // your team
} else {
AddChatLine( idLocalization::GetString( "#str_11102" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // enemy
}
break;
case MSG_FLAGDROP :
if ( gameLocal.GetLocalPlayer() == NULL )
break;
if ( gameLocal.GetLocalPlayer()->team != parm1 ) {
AddChatLine( idLocalization::GetString( "#str_11103" ) ); // your team
} else {
AddChatLine( idLocalization::GetString( "#str_11104" ) ); // enemy
}
break;
case MSG_FLAGRETURN :
if ( gameLocal.GetLocalPlayer() == NULL )
break;
if ( parm2 >= 0 && parm2 < MAX_CLIENTS ) {
if ( gameLocal.GetLocalPlayer()->team != parm1 ) {
AddChatLine( idLocalization::GetString( "#str_11120" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // your team
} else {
AddChatLine( idLocalization::GetString( "#str_11121" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // enemy
}
} else {
AddChatLine( idLocalization::GetString( "#str_11105" ), parm1 ? idLocalization::GetString( "#str_11110" ) : idLocalization::GetString( "#str_11111" ) );
}
break;
case MSG_FLAGCAPTURE :
if ( gameLocal.GetLocalPlayer() == NULL )
break;
if ( parm2 < 0 || parm2 >= MAX_CLIENTS )
break;
if ( gameLocal.GetLocalPlayer()->team != parm1 ) {
AddChatLine( idLocalization::GetString( "#str_11122" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // your team
} else {
AddChatLine( idLocalization::GetString( "#str_11123" ), lobby.GetLobbyUserName( gameLocal.lobbyUserIDs[parm2] ) ); // enemy
}
// AddChatLine( idLocalization::GetString( "#str_11106" ), parm1 ? idLocalization::GetString( "#str_11110" ) : idLocalization::GetString( "#str_11111" ) );
break;
case MSG_SCOREUPDATE:
AddChatLine( idLocalization::GetString( "#str_11107" ), parm1, parm2 );
break;
default:
gameLocal.DPrintf( "PrintMessageEvent: unknown message type %d\n", evt );
return;
}
if ( !common->IsClient() ) {
idBitMsg outMsg;
byte msgBuf[1024];
outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( evt );
outMsg.WriteByte( parm1 );
outMsg.WriteByte( parm2 );
session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_DB, outMsg, false );
}
}
/*
================
idMultiplayerGame::SuddenRespawns
solely for LMN if an end game ( fragLimitTimeout ) was entered and aborted before expiration
LMN players which still have lives left need to be respawned without being marked lastManOver
================
*/
void idMultiplayerGame::SuddenRespawn() {
int i;
if ( gameLocal.gameType != GAME_LASTMAN ) {
return;
}
for ( i = 0; i < gameLocal.numClients; i++ ) {
if ( !gameLocal.entities[ i ] || !gameLocal.entities[ i ]->IsType( idPlayer::Type ) ) {
continue;
}
if ( !CanPlay( static_cast< idPlayer * >( gameLocal.entities[ i ] ) ) ) {
continue;
}
if ( static_cast< idPlayer * >( gameLocal.entities[ i ] )->lastManOver ) {
continue;
}
static_cast< idPlayer * >( gameLocal.entities[ i ] )->lastManPlayAgain = true;
}
}
/*
================
idMultiplayerGame::CheckSpawns
================
*/
void idMultiplayerGame::CheckRespawns( idPlayer *spectator ) {
for( int i = 0 ; i < gameLocal.numClients ; i++ ) {
idEntity *ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer *p = static_cast<idPlayer *>(ent);
// once we hit sudden death, nobody respawns till game has ended
if ( WantRespawn( p ) || p == spectator ) {
if ( gameState == SUDDENDEATH && gameLocal.gameType != GAME_LASTMAN ) {
// respawn rules while sudden death are different
// sudden death may trigger while a player is dead, so there are still cases where we need to respawn
// don't do any respawns while we are in end game delay though
if ( !fragLimitTimeout ) {
if ( IsGametypeTeamBased() || p->IsLeader() ) { /* CTF */
#ifdef _DEBUG
if ( gameLocal.gameType == GAME_TOURNEY ) {
assert( p->entityNumber == currentTourneyPlayer[ 0 ] || p->entityNumber == currentTourneyPlayer[ 1 ] );
}
#endif
p->ServerSpectate( false );
} else if ( !p->IsLeader() ) {
// sudden death is rolling, this player is not a leader, have him spectate
p->ServerSpectate( true );
CheckAbortGame();
}
}
} else {
if ( gameLocal.gameType == GAME_DM || // CTF : 3wave sboily, was DM really included before?
IsGametypeTeamBased() )
{
if ( gameState == WARMUP || gameState == COUNTDOWN || gameState == GAMEON ) {
p->ServerSpectate( false );
}
} else if ( gameLocal.gameType == GAME_TOURNEY ) {
if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) {
if ( gameState == WARMUP || gameState == COUNTDOWN || gameState == GAMEON ) {
p->ServerSpectate( false );
idLib::Printf( "TOURNEY CheckRespawns :> Player %d On Deck \n", p->entityNumber );
}
} else if ( gameState == WARMUP ) {
// make sure empty tourney slots get filled first
FillTourneySlots( );
if ( i == currentTourneyPlayer[ 0 ] || i == currentTourneyPlayer[ 1 ] ) {
p->ServerSpectate( false );
idLib::Printf( "TOURNEY CheckRespawns WARMUP :> Player %d On Deck \n", p->entityNumber );
}
}
} else if ( gameLocal.gameType == GAME_LASTMAN ) {
if ( gameState == WARMUP || gameState == COUNTDOWN ) {
// Player has spawned in game, give him lives.
playerState[ i ].fragCount = gameLocal.serverInfo.GetInt( "si_fragLimit" );
p->ServerSpectate( false );
} else if ( gameState == GAMEON || gameState == SUDDENDEATH ) {
if ( gameState == GAMEON && playerState[ i ].fragCount > 0 && p->lastManPresent ) {
assert( !p->lastManOver );
p->ServerSpectate( false );
} else if ( p->lastManPlayAgain && p->lastManPresent ) {
assert( gameState == SUDDENDEATH );
p->ServerSpectate( false );
} else {
// if a fragLimitTimeout was engaged, do NOT mark lastManOver as that could mean
// everyone ends up spectator and game is stalled with no end
// if the frag limit delay is engaged and cancels out before expiring, LMN players are
// respawned to play the tie again ( through SuddenRespawn and lastManPlayAgain )
if ( !fragLimitTimeout && !p->lastManOver ) {
common->DPrintf( "client %d has lost all last man lives\n", i );
// end of the game for this guy, send him to spectators
p->lastManOver = true;
// clients don't have access to lastManOver
// so set the fragCount to something silly ( used in scoreboard and player ranking )
playerState[ i ].fragCount = LASTMAN_NOLIVES;
p->ServerSpectate( true );
//Check for a situation where the last two player dies at the same time and don't
//try to respawn manually...This was causing all players to go into spectate mode
//and the server got stuck
{
int j;
for ( j = 0; j < gameLocal.numClients; j++ ) {
if ( !gameLocal.entities[ j ] ) {
continue;
}
if ( !CanPlay( static_cast< idPlayer * >( gameLocal.entities[ j ] ) ) ) {
continue;
}
if ( !static_cast< idPlayer * >( gameLocal.entities[ j ] )->lastManOver ) {
break;
}
}
if( j == gameLocal.numClients) {
//Everyone is dead so don't allow this player to spectate
//so the match will end
p->ServerSpectate( false );
}
}
}
}
}
}
}
} else if ( p->wantSpectate && !p->spectating ) {
playerState[ i ].fragCount = 0; // whenever you willingly go spectate during game, your score resets
p->ServerSpectate( true );
idLib::Printf( "TOURNEY CheckRespawns :> Player %d Wants Spectate \n", p->entityNumber );
UpdateTourneyLine();
CheckAbortGame();
}
}
}
/*
================
idMultiplayerGame::DropWeapon
================
*/
void idMultiplayerGame::DropWeapon( int clientNum ) {
assert( !common->IsClient() );
idEntity *ent = gameLocal.entities[ clientNum ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
return;
}
static_cast< idPlayer* >( ent )->DropWeapon( false );
}
/*
================
idMultiplayerGame::DropWeapon_f
================
*/
void idMultiplayerGame::DropWeapon_f( const idCmdArgs &args ) {
if ( !common->IsMultiplayer() ) {
common->Printf( "clientDropWeapon: only valid in multiplayer\n" );
return;
}
idBitMsg outMsg;
session->GetActingGameStateLobbyBase().SendReliableToHost( GAME_RELIABLE_MESSAGE_DROPWEAPON, outMsg );
}
/*
================
idMultiplayerGame::MessageMode_f
================
*/
void idMultiplayerGame::MessageMode_f( const idCmdArgs &args ) {
if ( !common->IsMultiplayer() ) {
return;
}
gameLocal.mpGame.MessageMode( args );
}
/*
================
idMultiplayerGame::MessageMode
================
*/
void idMultiplayerGame::MessageMode( const idCmdArgs &args ) {
idEntity *ent = gameLocal.entities[ gameLocal.GetLocalClientNum() ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
return;
}
idPlayer * player = static_cast< idPlayer* >( ent );
if ( player && !player->spectating ) {
if ( args.Argc() != 2 ) {
player->isChatting = 1;
} else {
player->isChatting = 2;
}
}
}
/*
================
idMultiplayerGame::DisconnectClient
================
*/
void idMultiplayerGame::DisconnectClient( int clientNum ) {
if ( lastWinner == clientNum ) {
lastWinner = -1;
}
// Show that the user has left the game.
PrintMessageEvent( MSG_LEFTGAME, clientNum, -1 );
UpdatePlayerRanks();
CheckAbortGame();
}
/*
================
idMultiplayerGame::CheckAbortGame
================
*/
void idMultiplayerGame::CheckAbortGame() {
int i;
if ( gameLocal.gameType == GAME_TOURNEY && gameState == WARMUP ) {
// if a tourney player joined spectators, let someone else have his spot
for ( i = 0; i < 2; i++ ) {
if ( !gameLocal.entities[ currentTourneyPlayer[ i ] ] || static_cast< idPlayer * >( gameLocal.entities[ currentTourneyPlayer[ i ] ] )->spectating ) {
currentTourneyPlayer[ i ] = -1;
}
}
}
// only checks for aborts -> game review below
if ( gameState != COUNTDOWN && gameState != GAMEON && gameState != SUDDENDEATH ) {
return;
}
switch ( gameLocal.gameType ) {
case GAME_TOURNEY:
for ( i = 0; i < 2; i++ ) {
idPlayer * player = static_cast< idPlayer * >( gameLocal.entities[ currentTourneyPlayer[ i ] ] );
if ( !gameLocal.entities[ currentTourneyPlayer[ i ] ] || player->spectating ) {
NewState( GAMEREVIEW );
return;
}
}
break;
default:
if ( !EnoughClientsToPlay() ) {
NewState( GAMEREVIEW );
}
break;
}
}
/*
================
idMultiplayerGame::MapRestart
================
*/
void idMultiplayerGame::MapRestart() {
assert( !common->IsClient() );
if ( gameState != WARMUP ) {
NewState( WARMUP );
nextState = INACTIVE;
nextStateSwitch = 0;
}
teamPoints[0] = 0;
teamPoints[1] = 0;
BalanceTeams();
}
/*
================
idMultiplayerGame::BalanceTeams
================
*/
void idMultiplayerGame::BalanceTeams() {
if ( !IsGametypeTeamBased() ) {
return;
}
int teamCount[ 2 ] = { 0, 0 };
NumActualClients( false, teamCount );
int outOfBalance = abs( teamCount[0] - teamCount[1] );
if ( outOfBalance <= 1 ) {
return;
}
// Teams are out of balance
// Move N players from the large team to the small team
int numPlayersToMove = outOfBalance / 2;
int smallTeam = MinIndex( teamCount[0], teamCount[1] );
int largeTeam = 1 - smallTeam;
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
// First move players from the large team that match a party token on the small team
for ( int a = 0; a < gameLocal.numClients; a++ ) {
idPlayer * playerA = gameLocal.GetClientByNum( a );
if ( playerA->team == largeTeam && CanPlay( playerA ) ) {
for ( int b = 0; b < gameLocal.numClients; b++ ) {
if ( a == b ) {
continue;
}
idPlayer * playerB = gameLocal.GetClientByNum( b );
if ( playerB->team == smallTeam && CanPlay( playerB ) ) {
if ( lobby.GetLobbyUserPartyToken( gameLocal.lobbyUserIDs[ a ] ) == lobby.GetLobbyUserPartyToken( gameLocal.lobbyUserIDs[ b ] ) ) {
SwitchToTeam( a, largeTeam, smallTeam );
numPlayersToMove--;
if ( numPlayersToMove == 0 ) {
return;
}
break;
}
}
}
}
}
// Then move players from the large team that DON'T match party tokens on the large team
for ( int a = 0; a < gameLocal.numClients; a++ ) {
idPlayer * playerA = gameLocal.GetClientByNum( a );
if ( playerA->team == largeTeam && CanPlay( playerA ) ) {
bool match = false;
for ( int b = 0; b < gameLocal.numClients; b++ ) {
if ( a == b ) {
continue;
}
idPlayer * playerB = gameLocal.GetClientByNum( b );
if ( playerB->team == largeTeam && CanPlay( playerB ) ) {
if ( lobby.GetLobbyUserPartyToken( gameLocal.lobbyUserIDs[ a ] ) == lobby.GetLobbyUserPartyToken( gameLocal.lobbyUserIDs[ b ] ) ) {
match = true;
break;
}
}
}
if ( !match ) {
SwitchToTeam( a, largeTeam, smallTeam );
numPlayersToMove--;
if ( numPlayersToMove == 0 ) {
return;
}
}
}
}
// Then move any players from the large team to the small team
for ( int a = 0; a < gameLocal.numClients; a++ ) {
idPlayer * playerA = gameLocal.GetClientByNum( a );
if ( playerA->team == largeTeam && CanPlay( playerA ) ) {
SwitchToTeam( a, largeTeam, smallTeam );
numPlayersToMove--;
if ( numPlayersToMove == 0 ) {
return;
}
}
}
}
/*
================
idMultiplayerGame::SwitchToTeam
================
*/
void idMultiplayerGame::SwitchToTeam( int clientNum, int oldteam, int newteam ) {
idPlayer * p = static_cast<idPlayer *>( gameLocal.entities[ clientNum ] );
p->team = newteam;
session->GetActingGameStateLobbyBase().SetLobbyUserTeam( gameLocal.lobbyUserIDs[ clientNum ], newteam );
session->SetVoiceGroupsToTeams();
assert( IsGametypeTeamBased() ); /* CTF */
assert( oldteam != newteam );
assert( !common->IsClient() );
if ( !common->IsClient() && newteam >= 0 ) {
PrintMessageEvent( MSG_JOINTEAM, clientNum, newteam );
}
// assign the right teamFragCount
int i;
for( i = 0; i < gameLocal.numClients; i++ ) {
if ( i == clientNum ) {
continue;
}
idEntity * ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::Type ) && static_cast< idPlayer * >(ent)->team == newteam ) {
playerState[ clientNum ].teamFragCount = playerState[ i ].teamFragCount;
break;
}
}
if ( i == gameLocal.numClients ) {
// alone on this team
playerState[ clientNum ].teamFragCount = 0;
}
if ( ( gameState == GAMEON || ( IsGametypeFlagBased() && gameState == SUDDENDEATH ) ) && oldteam != -1 ) {
// when changing teams during game, kill and respawn
if ( p->IsInTeleport() ) {
p->ServerSendEvent( idPlayer::EVENT_ABORT_TELEPORTER, NULL, false );
p->SetPrivateCameraView( NULL );
}
p->Kill( true, true );
if ( IsGametypeFlagBased() )
p->DropFlag();
CheckAbortGame();
} else if ( IsGametypeFlagBased() && oldteam != -1 ) {
p->DropFlag();
}
}
/*
================
idMultiplayerGame::ProcessChatMessage
================
*/
void idMultiplayerGame::ProcessChatMessage( int clientNum, bool team, const char *name, const char *text, const char *sound ) {
idBitMsg outMsg;
byte msgBuf[ 256 ];
const char *prefix = NULL;
int send_to; // 0 - all, 1 - specs, 2 - team
int i;
idEntity *ent;
idPlayer *pfrom;
idStr prefixed_name;
assert( !common->IsClient() );
if ( clientNum >= 0 ) {
pfrom = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
if ( !( pfrom && pfrom->IsType( idPlayer::Type ) ) ) {
return;
}
if ( pfrom->spectating ) {
prefix = "spectating";
if ( team || ( !g_spectatorChat.GetBool() && ( gameState == GAMEON || gameState == SUDDENDEATH ) ) ) {
// to specs
send_to = 1;
} else {
// to all
send_to = 0;
}
} else if ( team ) {
prefix = "team";
// to team
send_to = 2;
} else {
// to all
send_to = 0;
}
} else {
pfrom = NULL;
send_to = 0;
}
// put the message together
outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
if ( prefix ) {
prefixed_name = va( "(%s) %s", prefix, name );
} else {
prefixed_name = name;
}
outMsg.WriteString( prefixed_name );
outMsg.WriteString( text, -1, false );
if ( !send_to ) {
AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text );
session->GetActingGameStateLobbyBase().SendReliable( GAME_RELIABLE_MESSAGE_CHAT, outMsg, false );
if ( sound ) {
PlayGlobalSound( -1, SND_COUNT, sound );
}
} else {
for ( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idPlayer::Type ) ) {
continue;
}
idPlayer * pent = static_cast< idPlayer * >( ent );
if ( send_to == 1 && pent->spectating ) {
if ( sound ) {
PlayGlobalSound( i, SND_COUNT, sound );
}
if ( i == gameLocal.GetLocalClientNum() ) {
AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text );
} else {
session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[i], GAME_RELIABLE_MESSAGE_CHAT, outMsg );
}
} else if ( send_to == 2 && pent->team == pfrom->team ) {
if ( sound ) {
PlayGlobalSound( i, SND_COUNT, sound );
}
if ( i == gameLocal.GetLocalClientNum() ) {
AddChatLine( "%s^0: %s\n", prefixed_name.c_str(), text );
} else {
session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( gameLocal.lobbyUserIDs[i], GAME_RELIABLE_MESSAGE_CHAT, outMsg );
}
}
}
}
}
/*
================
idMultiplayerGame::Precache
================
*/
void idMultiplayerGame::Precache() {
if ( !common->IsMultiplayer() ) {
return;
}
// player
declManager->FindType( DECL_ENTITYDEF, gameLocal.GetMPPlayerDefName(), false );
// skins
for ( int i = 0; i < numSkins; i++ ) {
idStr baseSkinName = skinNames[ i ];
declManager->FindSkin( baseSkinName, false );
declManager->FindSkin( baseSkinName + "_berserk", false );
declManager->FindSkin( baseSkinName + "_invuln", false );
}
// MP game sounds
for ( int i = 0; i < SND_COUNT; i++ ) {
declManager->FindSound( GlobalSoundStrings[ i ] );
}
}
/*
================
idMultiplayerGame::ToggleSpectate
================
*/
void idMultiplayerGame::ToggleSpectate() {
assert( common->IsClient() || gameLocal.GetLocalClientNum() == 0 );
idPlayer * player = (idPlayer *)gameLocal.entities[gameLocal.GetLocalClientNum()];
bool spectating = player->spectating;
// only allow toggling to spectate if spectators are enabled.
if ( !spectating && !gameLocal.serverInfo.GetBool( "si_spectators" ) ) {
gameLocal.mpGame.AddChatLine( idLocalization::GetString( "#str_06747" ) );
return;
}
byte msgBuf[ 256 ];
idBitMsg outMsg;
outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
outMsg.WriteBool( !spectating );
outMsg.WriteByteAlign();
session->GetActingGameStateLobbyBase().SendReliableToHost( GAME_RELIABLE_MESSAGE_SPECTATE, outMsg );
}
/*
================
idMultiplayerGame::CanPlay
================
*/
bool idMultiplayerGame::CanPlay( idPlayer *p ) {
return !p->wantSpectate;
}
/*
================
idMultiplayerGame::WantRespawn
================
*/
bool idMultiplayerGame::WantRespawn( idPlayer *p ) {
return p->forceRespawn && !p->wantSpectate;
}
/*
================
idMultiplayerGame::VoiceChat
================
*/
void idMultiplayerGame::VoiceChat_f( const idCmdArgs &args ) {
gameLocal.mpGame.VoiceChat( args, false );
}
/*
================
idMultiplayerGame::VoiceChatTeam
================
*/
void idMultiplayerGame::VoiceChatTeam_f( const idCmdArgs &args ) {
gameLocal.mpGame.VoiceChat( args, true );
}
/*
================
idMultiplayerGame::VoiceChat
================
*/
void idMultiplayerGame::VoiceChat( const idCmdArgs &args, bool team ) {
idBitMsg outMsg;
byte msgBuf[128];
const char *voc;
const idDict *spawnArgs;
const idKeyValue *keyval;
int index;
if ( !common->IsMultiplayer() ) {
common->Printf( "clientVoiceChat: only valid in multiplayer\n" );
return;
}
if ( args.Argc() != 2 ) {
common->Printf( "clientVoiceChat: bad args\n" );
return;
}
// throttle
if ( gameLocal.realClientTime < voiceChatThrottle ) {
return;
}
if ( gameLocal.GetLocalPlayer() == NULL ) {
return;
}
voc = args.Argv( 1 );
spawnArgs = &gameLocal.GetLocalPlayer()->spawnArgs;
keyval = spawnArgs->MatchPrefix( "snd_voc_", NULL );
index = 0;
while ( keyval ) {
if ( !keyval->GetValue().Icmp( voc ) ) {
break;
}
keyval = spawnArgs->MatchPrefix( "snd_voc_", keyval );
index++;
}
if ( !keyval ) {
common->Printf( "Voice command not found: %s\n", voc );
return;
}
voiceChatThrottle = gameLocal.realClientTime + 1000;
outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
outMsg.WriteLong( index );
outMsg.WriteBits( team ? 1 : 0, 1 );
session->GetActingGameStateLobbyBase().SendReliableToHost( GAME_RELIABLE_MESSAGE_VCHAT, outMsg );
}
/*
================
idMultiplayerGame::ProcessVoiceChat
================
*/
void idMultiplayerGame::ProcessVoiceChat( int clientNum, bool team, int index ) {
const idDict *spawnArgs;
const idKeyValue *keyval;
idStr name;
idStr snd_key;
idStr text_key;
idPlayer *p;
p = static_cast< idPlayer * >( gameLocal.entities[ clientNum ] );
if ( !( p && p->IsType( idPlayer::Type ) ) ) {
return;
}
if ( p->spectating ) {
return;
}
// lookup the sound def
spawnArgs = &p->spawnArgs;
keyval = spawnArgs->MatchPrefix( "snd_voc_", NULL );
while ( index > 0 && keyval ) {
keyval = spawnArgs->MatchPrefix( "snd_voc_", keyval );
index--;
}
if ( !keyval ) {
common->DPrintf( "ProcessVoiceChat: unknown chat index %d\n", index );
return;
}
snd_key = keyval->GetKey();
name = session->GetActingGameStateLobbyBase().GetLobbyUserName( gameLocal.lobbyUserIDs[ clientNum ] );
sprintf( text_key, "txt_%s", snd_key.Right( snd_key.Length() - 4 ).c_str() );
if ( team || gameState == COUNTDOWN || gameState == GAMEREVIEW ) {
ProcessChatMessage( clientNum, team, name, spawnArgs->GetString( text_key ), spawnArgs->GetString( snd_key ) );
} else {
p->StartSound( snd_key, SND_CHANNEL_ANY, 0, true, NULL );
ProcessChatMessage( clientNum, team, name, spawnArgs->GetString( text_key ), NULL );
}
}
/*
================
idMultiplayerGame::ServerWriteInitialReliableMessages
================
*/
void idMultiplayerGame::ServerWriteInitialReliableMessages( int clientNum, lobbyUserID_t lobbyUserID ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
outMsg.BeginWriting();
// send the game state and start time
outMsg.WriteByte( gameState );
outMsg.WriteLong( matchStartedTime );
outMsg.WriteShort( startFragLimit );
// send the powerup states and the spectate states
for( int i = 0; i < gameLocal.numClients; i++ ) {
idEntity * ent = gameLocal.entities[ i ];
if ( i != clientNum && ent && ent->IsType( idPlayer::Type ) ) {
outMsg.WriteByte( i );
outMsg.WriteBits( static_cast< idPlayer * >( ent )->inventory.powerups, 15 );
outMsg.WriteBits( static_cast< idPlayer * >( ent )->spectating, 1 );
}
}
outMsg.WriteByte( MAX_CLIENTS );
session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( lobbyUserID, GAME_RELIABLE_MESSAGE_STARTSTATE, outMsg );
// warmup time
if ( gameState == COUNTDOWN ) {
outMsg.BeginWriting();
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_WARMUPTIME );
outMsg.WriteLong( warmupEndTime );
session->GetActingGameStateLobbyBase().SendReliableToLobbyUser( lobbyUserID, GAME_RELIABLE_MESSAGE_WARMUPTIME, outMsg );
}
}
/*
================
idMultiplayerGame::ClientReadStartState
================
*/
void idMultiplayerGame::ClientReadStartState( const idBitMsg &msg ) {
// read the state in preparation for reading snapshot updates
gameState = (idMultiplayerGame::gameState_t)msg.ReadByte();
matchStartedTime = msg.ReadLong( );
startFragLimit = msg.ReadShort( );
int client;
while ( ( client = msg.ReadByte() ) != MAX_CLIENTS ) {
// Do not process players that are not here.
if( gameLocal.entities[ client ] == NULL ) {
continue;
}
assert( gameLocal.entities[ client ] && gameLocal.entities[ client ]->IsType( idPlayer::Type ) );
int powerup = msg.ReadBits( 15 );
for ( int i = 0; i < MAX_POWERUPS; i++ ) {
if ( powerup & ( 1 << i ) ) {
static_cast< idPlayer * >( gameLocal.entities[ client ] )->GivePowerUp( i, 0, ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE );
}
}
bool spectate = ( msg.ReadBits( 1 ) != 0 );
static_cast< idPlayer * >( gameLocal.entities[ client ] )->Spectate( spectate );
}
}
/*
================
idMultiplayerGame::ClientReadWarmupTime
================
*/
void idMultiplayerGame::ClientReadWarmupTime( const idBitMsg &msg ) {
warmupEndTime = msg.ReadLong();
}
/*
================
idMultiplayerGame::ClientReadWarmupTime
================
*/
void idMultiplayerGame::ClientReadMatchStartedTime( const idBitMsg & msg ) {
matchStartedTime = msg.ReadLong();
}
/*
================
idMultiplayerGame::ClientReadAchievementUnlock
================
*/
void idMultiplayerGame::ClientReadAchievementUnlock( const idBitMsg & msg ) {
int playerid = msg.ReadByte();
achievement_t achieve = ( achievement_t )msg.ReadByte();
idPlayer * player = static_cast<idPlayer *>( gameLocal.entities[ playerid ] );
if( player != NULL ) {
idLib::Printf( "Client Receiving Achievement\n");
player->GetAchievementManager().EventCompletesAchievement( achieve );
}
}
/*
================
idMultiplayerGame::IsGametypeTeamBased
================
*/
bool idMultiplayerGame::IsGametypeTeamBased() /* CTF */
{
switch ( gameLocal.gameType )
{
case GAME_SP:
case GAME_DM:
case GAME_TOURNEY:
case GAME_LASTMAN:
return false;
case GAME_CTF:
case GAME_TDM:
return true;
default:
assert( !"Add support for your new gametype here." );
}
return false;
}
/*
================
idMultiplayerGame::IsGametypeFlagBased
================
*/
bool idMultiplayerGame::IsGametypeFlagBased() {
switch ( gameLocal.gameType )
{
case GAME_SP:
case GAME_DM:
case GAME_TOURNEY:
case GAME_LASTMAN:
case GAME_TDM:
return false;
case GAME_CTF:
return true;
default:
assert( !"Add support for your new gametype here." );
}
return false;
}
/*
================
idMultiplayerGame::GetTeamFlag
================
*/
idItemTeam * idMultiplayerGame::GetTeamFlag( int team ) {
assert( team == 0 || team == 1 );
if ( !IsGametypeFlagBased() || ( team != 0 && team != 1 ) ) /* CTF */
return NULL;
// TODO : just call on map start
FindTeamFlags();
return teamFlags[team];
}
/*
================
idMultiplayerGame::GetTeamFlag
================
*/
void idMultiplayerGame::FindTeamFlags() {
char * flagDefs[2] =
{
"team_CTF_redflag",
"team_CTF_blueflag"
};
for ( int i = 0; i < 2; i++)
{
idEntity * entity = gameLocal.FindEntityUsingDef( NULL, flagDefs[i] );
do
{
if ( entity == NULL )
return;
idItemTeam * flag = static_cast<idItemTeam *>(entity);
if ( flag->team == i )
{
teamFlags[i] = flag;
break;
}
entity = gameLocal.FindEntityUsingDef( entity, flagDefs[i] );
} while( entity );
}
}
/*
================
idMultiplayerGame::GetFlagStatus
================
*/
flagStatus_t idMultiplayerGame::GetFlagStatus( int team ) {
//assert( IsGametypeFlagBased() );
idItemTeam *teamFlag = GetTeamFlag( team );
//assert( teamFlag != NULL );
if ( teamFlag != NULL ) {
if ( teamFlag->carried == false && teamFlag->dropped == false )
return FLAGSTATUS_INBASE;
if ( teamFlag->carried == true )
return FLAGSTATUS_TAKEN;
if ( teamFlag->carried == false && teamFlag->dropped == true )
return FLAGSTATUS_STRAY;
}
//assert( !"Invalid flag state." );
return FLAGSTATUS_NONE;
}
/*
================
idMultiplayerGame::SetFlagMsgs
================
*/
void idMultiplayerGame::SetFlagMsg( bool b ) {
flagMsgOn = b;
}
/*
================
idMultiplayerGame::IsFlagMsgOn
================
*/
bool idMultiplayerGame::IsFlagMsgOn() {
return ( GetGameState() == WARMUP || GetGameState() == GAMEON || GetGameState() == SUDDENDEATH ) && flagMsgOn;
}
/*
================
idMultiplayerGame::ReloadScoreboard
================
*/
void idMultiplayerGame::ReloadScoreboard() {
if ( scoreboardManager != NULL ) {
scoreboardManager->Initialize( "scoreboard", common->SW() );
}
Precache();
}
/*
================
idMultiplayerGame::GetGameModes
================
*/
int idMultiplayerGame::GetGameModes( const char *** gameModes, const char *** gameModesDisplay ) {
bool defaultValue = true;
if( session->GetTitleStorageBool("CTF_Enabled", defaultValue ) ) {
*gameModes = gameTypeNames_WithCTF;
*gameModesDisplay = gameTypeDisplayNames_WithCTF;
return GAME_COUNT;
} else {
*gameModes = gameTypeNames_WithoutCTF;
*gameModesDisplay = gameTypeDisplayNames_WithoutCTF;
return GAME_COUNT - 1;
}
}